Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
at the start, create a seperate room, & seperate it from the map.
then put a load of items in it, not for using.
later if the map refuses to build.
you can start deleting items, from the spare room,
without ruining your map.
it acts as a item limit early warning system.
1st time, went straight to 2nd mechanism.
moved reflectors out the way, then put 1 on middle button.
now stairs & funel active. went up funel.
upper chamber very good mechanism.
I checked out high portable area, above piston, dropped & floated around a while.
then opened floor panel & dropped to exit, which is open.
maybe have all 3 mechanisms needed, to open exit door.
to ensure players activate, all 3 mechanisms.
then I activated 1st mechanism.
went to 2nd 1 & back up to 3rd.
could not see the reflector cube above the piston, this time.
but portaled back to 2nd mechanism & spare cube there.
up again to 3rd, re-activated it & dropped to exit, floating in anti-gravity field.
antlines help imensly, but overlaping causes some confusment.
be aware:
if you start using these types of mechanisms in your puzzle maps.
you may have problems with the item limit.
also antlines count as items, the more & the longer they are.
the more items they count as.